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authoredJan 4, 2020
Remove Mapgen V7 floatlands in preparation for new implementation (#9238)
Preserve the floatland flag of existing worlds, to be used again when the new implementation is added.
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+64
-210
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3 files changed

+64
-210
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‎builtin/settingtypes.txt

-23
Original file line numberDiff line numberDiff line change
@@ -1623,22 +1623,6 @@ mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
16231623
# Proportion of large caves that contain liquid.
16241624
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
16251625

1626-
# Controls the density of mountain-type floatlands.
1627-
# Is a noise offset added to the 'mgv7_np_mountain' noise value.
1628-
mgv7_float_mount_density (Floatland mountain density) float 0.6
1629-
1630-
# Typical maximum height, above and below midpoint, of floatland mountains.
1631-
mgv7_float_mount_height (Floatland mountain height) float 128.0
1632-
1633-
# Alters how mountain-type floatlands taper above and below midpoint.
1634-
mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75
1635-
1636-
# Y-level of floatland midpoint and lake surface.
1637-
mgv7_floatland_level (Floatland level) int 1280
1638-
1639-
# Y-level to which floatland shadows extend.
1640-
mgv7_shadow_limit (Shadow limit) int 1024
1641-
16421626
# Y-level of cavern upper limit.
16431627
mgv7_cavern_limit (Cavern limit) int -256
16441628

@@ -1678,13 +1662,6 @@ mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 10
16781662
# Defines large-scale river channel structure.
16791663
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
16801664

1681-
# Defines areas of floatland smooth terrain.
1682-
# Smooth floatlands occur when noise > 0.
1683-
mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased
1684-
1685-
# Variation of hill height and lake depth on floatland smooth terrain.
1686-
mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased
1687-
16881665
# 3D noise defining mountain structure and height.
16891666
# Also defines structure of floatland mountain terrain.
16901667
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0

‎src/mapgen/mapgen_v7.cpp

+64-171
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
/*
22
Minetest
3-
Copyright (C) 2013-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4-
Copyright (C) 2014-2018 paramat
3+
Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4+
Copyright (C) 2014-2019 paramat
55
66
This program is free software; you can redistribute it and/or modify
77
it under the terms of the GNU Lesser General Public License as published by
@@ -55,12 +55,8 @@ FlagDesc flagdesc_mapgen_v7[] = {
5555
MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
5656
: MapgenBasic(MAPGEN_V7, params, emerge)
5757
{
58-
spflags = params->spflags;
59-
mount_zero_level = params->mount_zero_level;
60-
float_mount_density = params->float_mount_density;
61-
float_mount_exponent = params->float_mount_exponent;
62-
floatland_level = params->floatland_level;
63-
shadow_limit = params->shadow_limit;
58+
spflags = params->spflags;
59+
mount_zero_level = params->mount_zero_level;
6460

6561
cave_width = params->cave_width;
6662
large_cave_depth = params->large_cave_depth;
@@ -75,11 +71,6 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
7571
dungeon_ymin = params->dungeon_ymin;
7672
dungeon_ymax = params->dungeon_ymax;
7773

78-
// This is to avoid a divide-by-zero.
79-
// Parameter will be saved to map_meta.txt in limited form.
80-
params->float_mount_height = std::fmax(params->float_mount_height, 1.0f);
81-
float_mount_height = params->float_mount_height;
82-
8374
// 2D noise
8475
noise_terrain_base =
8576
new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
@@ -92,34 +83,29 @@ MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
9283
noise_filler_depth =
9384
new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
9485

95-
if (spflags & MGV7_MOUNTAINS)
86+
if (spflags & MGV7_MOUNTAINS) {
87+
// 2D noise
9688
noise_mount_height =
97-
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
98-
99-
if (spflags & MGV7_FLOATLANDS) {
100-
noise_floatland_base =
101-
new Noise(&params->np_floatland_base, seed, csize.X, csize.Z);
102-
noise_float_base_height =
103-
new Noise(&params->np_float_base_height, seed, csize.X, csize.Z);
89+
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
90+
// 3D noise, 1 up, 1 down overgeneration
91+
noise_mountain =
92+
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
10493
}
10594

10695
if (spflags & MGV7_RIDGES) {
96+
// 2D noise
10797
noise_ridge_uwater =
108-
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
109-
// 3D noise, 1 up, 1 down overgeneration
98+
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
99+
// 3D noise, 1 up, 1 down overgeneration
110100
noise_ridge =
111-
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
101+
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
112102
}
113103

114-
// 3D noise, 1 up, 1 down overgeneration
115-
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
116-
noise_mountain =
117-
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
118-
119104
// 3D noise, 1 down overgeneration
120105
MapgenBasic::np_cave1 = params->np_cave1;
121106
MapgenBasic::np_cave2 = params->np_cave2;
122107
MapgenBasic::np_cavern = params->np_cavern;
108+
// 3D noise
123109
MapgenBasic::np_dungeons = params->np_dungeons;
124110
}
125111

@@ -132,21 +118,15 @@ MapgenV7::~MapgenV7()
132118
delete noise_height_select;
133119
delete noise_filler_depth;
134120

135-
if (spflags & MGV7_MOUNTAINS)
121+
if (spflags & MGV7_MOUNTAINS) {
136122
delete noise_mount_height;
137-
138-
if (spflags & MGV7_FLOATLANDS) {
139-
delete noise_floatland_base;
140-
delete noise_float_base_height;
123+
delete noise_mountain;
141124
}
142125

143126
if (spflags & MGV7_RIDGES) {
144127
delete noise_ridge_uwater;
145128
delete noise_ridge;
146129
}
147-
148-
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
149-
delete noise_mountain;
150130
}
151131

152132

@@ -158,8 +138,6 @@ MapgenV7Params::MapgenV7Params():
158138
np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
159139
np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
160140
np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
161-
np_floatland_base (-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0),
162-
np_float_base_height (48.0, 24.0, v3f(300, 300, 300), 907, 4, 0.7, 2.0),
163141
np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
164142
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
165143
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
@@ -181,72 +159,58 @@ void MapgenV7Params::readParams(const Settings *settings)
181159
settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
182160
settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
183161
settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
184-
settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
185-
settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
186-
settings->getFloatNoEx("mgv7_float_mount_exponent", float_mount_exponent);
187-
settings->getS16NoEx("mgv7_floatland_level", floatland_level);
188-
settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
189162
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
190163
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
191164
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
192165
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
193166
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
194167

195-
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
196-
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
197-
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
198-
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
199-
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
200-
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
201-
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
202-
settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
203-
settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
204-
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
205-
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
206-
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
207-
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
208-
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
209-
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
168+
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
169+
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
170+
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
171+
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
172+
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
173+
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
174+
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
175+
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
176+
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
177+
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
178+
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
179+
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
180+
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
210181
}
211182

212183

213184
void MapgenV7Params::writeParams(Settings *settings) const
214185
{
215186
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
216-
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
217-
settings->setFloat("mgv7_cave_width", cave_width);
218-
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
219-
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
220-
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
221-
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
222-
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
223-
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
224-
settings->setFloat("mgv7_float_mount_density", float_mount_density);
225-
settings->setFloat("mgv7_float_mount_height", float_mount_height);
226-
settings->setFloat("mgv7_float_mount_exponent", float_mount_exponent);
227-
settings->setS16("mgv7_floatland_level", floatland_level);
228-
settings->setS16("mgv7_shadow_limit", shadow_limit);
229-
settings->setS16("mgv7_cavern_limit", cavern_limit);
230-
settings->setS16("mgv7_cavern_taper", cavern_taper);
231-
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
232-
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
233-
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
234-
235-
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
236-
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
237-
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
238-
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
239-
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
240-
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
241-
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
242-
settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
243-
settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
244-
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
245-
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
246-
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
247-
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
248-
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
249-
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
187+
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
188+
settings->setFloat("mgv7_cave_width", cave_width);
189+
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
190+
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
191+
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
192+
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
193+
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
194+
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
195+
settings->setS16("mgv7_cavern_limit", cavern_limit);
196+
settings->setS16("mgv7_cavern_taper", cavern_taper);
197+
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
198+
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
199+
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
200+
201+
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
202+
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
203+
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
204+
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
205+
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
206+
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
207+
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
208+
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
209+
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
210+
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
211+
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
212+
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
213+
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
250214
}
251215

252216

@@ -386,10 +350,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
386350
// Update liquids
387351
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
388352

389-
// Calculate lighting.
390-
// Limit floatland shadow.
391-
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
392-
node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
353+
// Calculate lighting
354+
// TODO disable in and just below floatlands
355+
bool propagate_shadow = true;
393356

394357
if (flags & MG_LIGHT)
395358
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
@@ -458,53 +421,6 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
458421
}
459422

460423

461-
bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
462-
{
463-
// Make rim 2 nodes thick to match floatland base terrain
464-
float density_gradient = (y >= floatland_level) ?
465-
-std::pow((float)(y - floatland_level) / float_mount_height,
466-
float_mount_exponent) :
467-
-std::pow((float)(floatland_level - 1 - y) / float_mount_height,
468-
float_mount_exponent);
469-
470-
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
471-
472-
return floatn + density_gradient >= 0.0f;
473-
}
474-
475-
476-
void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max,
477-
int idx_xz)
478-
{
479-
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
480-
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
481-
s16 base_max = MAX_MAP_GENERATION_LIMIT;
482-
483-
float n_base = noise_floatland_base->result[idx_xz];
484-
if (n_base > 0.0f) {
485-
float n_base_height =
486-
std::fmax(noise_float_base_height->result[idx_xz], 1.0f);
487-
float amp = n_base * n_base_height;
488-
float ridge = n_base_height / 3.0f;
489-
base_min = floatland_level - amp / 1.5f;
490-
491-
if (amp > ridge * 2.0f) {
492-
// Lake bed
493-
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
494-
} else {
495-
// Hills and ridges
496-
float diff = std::fabs(amp - ridge) / ridge;
497-
// Smooth ridges using the 'smoothstep function'
498-
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
499-
base_max = floatland_level + ridge - smooth_diff * ridge;
500-
}
501-
}
502-
503-
*float_base_min = base_min;
504-
*float_base_max = base_max;
505-
}
506-
507-
508424
int MapgenV7::generateTerrain()
509425
{
510426
MapNode n_air(CONTENT_AIR);
@@ -519,17 +435,9 @@ int MapgenV7::generateTerrain()
519435
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
520436
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
521437

522-
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
523-
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
524-
}
525-
526438
if (spflags & MGV7_MOUNTAINS) {
527439
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
528-
}
529-
530-
if (spflags & MGV7_FLOATLANDS) {
531-
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
532-
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
440+
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
533441
}
534442

535443
//// Place nodes
@@ -543,13 +451,6 @@ int MapgenV7::generateTerrain()
543451
if (surface_y > stone_surface_max_y)
544452
stone_surface_max_y = surface_y;
545453

546-
// Get extent of floatland base terrain
547-
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
548-
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
549-
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
550-
if (spflags & MGV7_FLOATLANDS)
551-
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
552-
553454
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
554455
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
555456

@@ -567,16 +468,8 @@ int MapgenV7::generateTerrain()
567468
vm->m_data[vi] = n_stone; // Mountain terrain
568469
if (y > stone_surface_max_y)
569470
stone_surface_max_y = y;
570-
} else if ((spflags & MGV7_FLOATLANDS) &&
571-
((y >= float_base_min && y <= float_base_max) ||
572-
getFloatlandMountainFromMap(index3d, index2d, y))) {
573-
vm->m_data[vi] = n_stone; // Floatland terrain
574-
stone_surface_max_y = node_max.Y;
575471
} else if (y <= water_level) {
576-
vm->m_data[vi] = n_water; // Ground level water
577-
} else if ((spflags & MGV7_FLOATLANDS) &&
578-
(y >= float_base_max && y <= floatland_level)) {
579-
vm->m_data[vi] = n_water; // Floatland water
472+
vm->m_data[vi] = n_water;
580473
} else {
581474
vm->m_data[vi] = n_air;
582475
}
@@ -589,8 +482,8 @@ int MapgenV7::generateTerrain()
589482

590483
void MapgenV7::generateRidgeTerrain()
591484
{
592-
if (node_max.Y < water_level - 16 ||
593-
((spflags & MGV7_FLOATLANDS) && node_max.Y > shadow_limit))
485+
// TODO disable river canyons in floatlands
486+
if (node_max.Y < water_level - 16)
594487
return;
595488

596489
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

‎src/mapgen/mapgen_v7.h

-16
Original file line numberDiff line numberDiff line change
@@ -37,11 +37,6 @@ extern FlagDesc flagdesc_mapgen_v7[];
3737
struct MapgenV7Params : public MapgenParams {
3838
u32 spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
3939
s16 mount_zero_level = 0;
40-
float float_mount_density = 0.6f;
41-
float float_mount_height = 128.0f;
42-
float float_mount_exponent = 0.75f;
43-
s16 floatland_level = 1280;
44-
s16 shadow_limit = 1024;
4540

4641
float cave_width = 0.09f;
4742
s16 large_cave_depth = -33;
@@ -63,8 +58,6 @@ struct MapgenV7Params : public MapgenParams {
6358
NoiseParams np_filler_depth;
6459
NoiseParams np_mount_height;
6560
NoiseParams np_ridge_uwater;
66-
NoiseParams np_floatland_base;
67-
NoiseParams np_float_base_height;
6861
NoiseParams np_mountain;
6962
NoiseParams np_ridge;
7063
NoiseParams np_cavern;
@@ -94,28 +87,19 @@ class MapgenV7 : public MapgenBasic {
9487
float baseTerrainLevelFromMap(int index);
9588
bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z);
9689
bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y);
97-
bool getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y);
98-
void floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz);
9990

10091
int generateTerrain();
10192
void generateRidgeTerrain();
10293

10394
private:
10495
s16 mount_zero_level;
105-
float float_mount_density;
106-
float float_mount_height;
107-
float float_mount_exponent;
108-
s16 floatland_level;
109-
s16 shadow_limit;
11096

11197
Noise *noise_terrain_base;
11298
Noise *noise_terrain_alt;
11399
Noise *noise_terrain_persist;
114100
Noise *noise_height_select;
115101
Noise *noise_mount_height;
116102
Noise *noise_ridge_uwater;
117-
Noise *noise_floatland_base;
118-
Noise *noise_float_base_height;
119103
Noise *noise_mountain;
120104
Noise *noise_ridge;
121105
};

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